ngraph.forcelayout
Version:
Force directed graph drawing layout
336 lines (276 loc) • 10.1 kB
JavaScript
/* eslint-disable no-shadow */
var test = require('tap').test;
var dimensions = 2;
var Body = require('../lib/codeGenerators/generateCreateBody')(dimensions);
var createSimulator = require('../lib/createPhysicsSimulator');
test('Can step without bodies', function (t) {
var simulator = createSimulator();
t.equal(simulator.bodies.length, 0, 'There should be no bodies');
t.equal(simulator.springs.length, 0, 'There should be no springs');
simulator.step();
t.end();
});
test('it has settings exposed', function(t) {
var mySettings = { };
var simulator = createSimulator(mySettings);
t.ok(mySettings === simulator.settings, 'settings are exposed');
t.end();
});
test('it gives amount of total movement', function(t) {
var simulator = createSimulator();
var body1 = new Body(-10, 0);
var body2 = new Body(10, 0);
simulator.addBody(body1);
simulator.addBody(body2);
simulator.step();
var totalMoved = simulator.getTotalMovement();
t.ok(!isNaN(totalMoved), 'Amount of total movement is returned');
t.end();
});
test('it can add a body at given position', function(t) {
var simulator = createSimulator();
var pos1 = {x: -10, y: 0};
var pos2 = {x: 10, y: 0};
simulator.addBodyAt(pos1);
simulator.addBodyAt(pos2);
t.equal(simulator.bodies.length, 2, 'All bodies are added');
var body1 = simulator.bodies[0];
t.equal(body1.pos.x, -10, 'X is there');
t.equal(body1.pos.y, 0, 'Y is there');
var body2 = simulator.bodies[1];
t.equal(body2.pos.x, 10, 'X is there');
t.equal(body2.pos.y, 0, 'Y is there');
t.end();
});
test('Does not update position of one body', function (t) {
var simulator = createSimulator();
var body = new Body(0, 0);
simulator.addBody(body);
simulator.step(1);
t.equal(simulator.bodies.length, 1, 'Number of bodies is 1');
t.equal(simulator.springs.length, 0, 'Number of springs is 0');
t.equal(simulator.bodies[0], body, 'Body points to actual object');
t.equal(body.pos.x, 0, 'X is not changed');
t.equal(body.pos.y, 0, 'Y is not changed');
t.end();
});
test('throws on no body or no pos', t => {
var simulator = createSimulator();
t.throws(() => simulator.addBody(), /Body is required/);
t.throws(() => simulator.addBodyAt(), /Body position is required/);
t.end();
});
test('throws on no spring', t => {
var simulator = createSimulator();
t.throws(() => simulator.addSpring(), /Cannot add null spring to force simulator/);
t.end();
});
test('Can add and remove forces', function (t) {
var simulator = createSimulator();
var testForce = function () {};
simulator.addForce('foo', testForce);
t.equal(simulator.getForces().get('foo'), testForce);
simulator.removeForce('foo');
t.equal(simulator.getForces().get('foo'), undefined);
simulator.removeForce('foo');
// should still be good
t.end();
});
test('Can configure forces', function (t) {
t.test('Gravity', function (t) {
var simulator = createSimulator();
var body1 = new Body(0, 0);
var body2 = new Body(1, 0);
simulator.addBody(body1);
simulator.addBody(body2);
simulator.step();
// by default gravity is negative, bodies should repel each other:
var x1 = body1.pos.x;
var x2 = body2.pos.x;
t.ok(x1 < 0, 'Body 1 moves away from body 2');
t.ok(x2 > 1, 'Body 2 moves away from body 1');
// now reverse gravity, and bodies should attract each other:
simulator.gravity(100);
simulator.step();
t.ok(body1.pos.x > x1, 'Body 1 moved towards body 2');
t.ok(body2.pos.x < x2, 'Body 2 moved towards body 1');
t.end();
});
t.test('Drag', function (t) {
var simulator = createSimulator();
var body1 = new Body(0, 0);
body1.velocity.x = -1; // give it small impulse
simulator.addBody(body1);
simulator.step();
var x1 = body1.velocity.x;
// by default drag force will slow down entire system:
t.ok(x1 > -1, 'Body 1 moves at reduced speed');
// Restore original velocity, but now set drag force to 0
body1.velocity.x = -1;
simulator.dragCoefficient(0);
simulator.step();
t.ok(body1.velocity.x === -1, 'Velocity should remain unchanged');
t.end();
});
t.end();
});
test('Can remove bodies', function (t) {
var simulator = createSimulator();
var body = new Body(0, 0);
simulator.addBody(body);
t.equal(simulator.bodies.length, 1, 'Number of bodies is 1');
var result = simulator.removeBody(body);
t.equal(result, true, 'body successfully removed');
t.equal(simulator.bodies.length, 0, 'Number of bodies is 0');
t.end();
});
test('Updates position for two bodies', function (t) {
var simulator = createSimulator();
var body1 = new Body(-1, 0);
var body2 = new Body(1, 0);
simulator.addBody(body1);
simulator.addBody(body2);
simulator.step();
t.equal(simulator.bodies.length, 2, 'Number of bodies is 2');
t.ok(body1.pos.x !== 0, 'Body1.X has changed');
t.ok(body2.pos.x !== 0, 'Body2.X has changed');
t.equal(body1.pos.y, 0, 'Body1.Y has not changed');
t.equal(body2.pos.y, 0, 'Body2.Y has not changed');
t.end();
});
test('add spring should not add bodies', function (t) {
var simulator = createSimulator();
var body1 = new Body(-1, 0);
var body2 = new Body(1, 0);
simulator.addSpring(body1, body2, 10);
t.equal(simulator.bodies.length, 0, 'Should not add two bodies');
t.equal(simulator.bodies.length, 0, 'Should not add two bodies');
t.equal(simulator.springs.length, 1, 'Should have a spring');
t.end();
});
test('Spring affects bodies positions', function (t) {
var simulator = createSimulator();
var body1 = new Body(-10, 0);
var body2 = new Body(10, 0);
simulator.addBody(body1);
simulator.addBody(body2);
// If you take this out, bodies will repel each other:
simulator.addSpring(body1, body2, 1);
simulator.step();
t.ok(body1.pos.x > -10, 'Body 1 should move towards body 2');
t.ok(body2.pos.x < 10, 'Body 2 should move towards body 1');
t.end();
});
test('Can remove springs', function (t) {
var simulator = createSimulator();
var body1 = new Body(-10, 0);
var body2 = new Body(10, 0);
simulator.addBody(body1);
simulator.addBody(body2);
var spring = simulator.addSpring(body1, body2, 1);
simulator.removeSpring(spring);
simulator.step();
t.ok(body1.pos.x < -10, 'Body 1 should move away from body 2');
t.ok(body2.pos.x > 10, 'Body 2 should move away from body 1');
t.end();
});
test('Get bounding box', function (t) {
var simulator = createSimulator();
var body1 = new Body(0, 0);
var body2 = new Body(10, 10);
simulator.addBody(body1);
simulator.addBody(body2);
simulator.step(); // this will move bodies farther away
var bbox = simulator.getBBox();
t.ok(bbox.min_x <= 0, 'Left is 0');
t.ok(bbox.min_y <= 0, 'Top is 0');
t.ok(bbox.max_x >= 10, 'right is 10');
t.ok(bbox.max_y >= 10, 'bottom is 10');
t.end();
});
test('it updates bounding box', function (t) {
var simulator = createSimulator();
var body1 = new Body(0, 0);
var body2 = new Body(10, 10);
simulator.addBody(body1);
simulator.addBody(body2);
var bbox = simulator.getBBox();
t.ok(bbox.min_x === 0, 'Left is 0');
t.ok(bbox.min_y === 0, 'Top is 0');
t.ok(bbox.max_x === 10, 'right is 10');
t.ok(bbox.max_y === 10, 'bottom is 10');
body1.setPosition(15, 15);
simulator.invalidateBBox();
bbox = simulator.getBBox();
t.ok(bbox.min_x === 10, 'Left is 10');
t.ok(bbox.min_y === 10, 'Top is 10');
t.ok(bbox.max_x === 15, 'right is 15');
t.ok(bbox.max_y === 15, 'bottom is 15');
t.end();
});
test('Get best position', function (t) {
t.test('can get with empty simulator', function (t) {
var simulator = createSimulator();
var empty = simulator.getBestNewBodyPosition([]);
t.ok(typeof empty.x === 'number', 'Has X');
t.ok(typeof empty.y === 'number', 'Has Y');
t.end();
});
t.end();
});
test('it can change settings', function(t) {
var simulator = createSimulator();
var currentTheta = simulator.theta();
t.ok(typeof currentTheta === 'number', 'theta is here');
simulator.theta(1.2);
t.equal(simulator.theta(), 1.2, 'theta is changed');
var currentSpringCoefficient = simulator.springCoefficient();
t.ok(typeof currentSpringCoefficient === 'number', 'springCoefficient is here');
simulator.springCoefficient(0.8);
t.equal(simulator.springCoefficient(), 0.8, 'springCoefficient is changed');
var gravity = simulator.gravity();
t.ok(typeof gravity === 'number', 'gravity is here');
simulator.gravity(-0.8);
t.equal(simulator.gravity(), -0.8, 'gravity is changed');
var springLength = simulator.springLength();
t.ok(typeof springLength === 'number', 'springLength is here');
simulator.springLength(80);
t.equal(simulator.springLength(), 80, 'springLength is changed');
var dragCoefficient = simulator.dragCoefficient();
t.ok(typeof dragCoefficient === 'number', 'dragCoefficient is here');
simulator.dragCoefficient(0.8);
t.equal(simulator.dragCoefficient(), 0.8, 'dragCoefficient is changed');
var timeStep = simulator.timeStep();
t.ok(typeof timeStep === 'number', 'timeStep is here');
simulator.timeStep(8);
t.equal(simulator.timeStep(), 8, 'timeStep is changed');
t.end();
});
test('it can augment string setter values', function (t) {
var simulator = createSimulator({
name: 'John'
});
simulator.name('Alisa');
t.equal(simulator.name(), 'Alisa', 'name is Alisa');
t.end();
});
test('it ignores body that does not exist', function(t) {
var simulator = createSimulator();
var body = new Body(0, 0);
simulator.addBody(body);
simulator.removeBody({});
t.equal(simulator.bodies.length, 1, 'Should ignore body that does not exist');
t.end();
});
test('it throws on springCoeff', function (t) {
t.throws(function () {
createSimulator({springCoeff: 1});
}, 'springCoeff was renamed to springCoefficient');
t.end();
});
test('it throws on dragCoeff', function (t) {
t.throws(function () {
createSimulator({dragCoeff: 1});
}, 'dragCoeff was renamed to dragCoefficient');
t.end();
});